• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Controlling Players and Characters(17)

             

            Resource Management


            Resource management plays a major role in your game. For characters to really get
            anywhere or achieve anything, they may need the aid of the items, spells, and other
            objects you’ve constructed for your game.

            In 游戲中物件的定義與使用 you see how to design your game’s
            items and place those items into a master item list. Now is the time to see what you
            can do with those items.

            Resources also include spells that your game’s characters can learn through the
            course of the game. You read more about spells later in this chapter in the section
            “Magic and Spells,” but for now, here is a glimpse of what resources can do for you.

             

            Using Items


            You’ve already seen how to control items in your game using a character inventory
            control system. If you have played with the CharICS demo, you have noticed the lack
            of function for the Equip and Use buttons. Now is the time to understand just what
            will happen when the functionality is put into place in that demo.

            A character can keep track of whatever armor, weapons, and accessories they can
            equip. Because those equipped items are contained within an sItem structure, you
            can query for the associated modified value (stored as sItem::Value) that is used to
            modify a character’s abilities.

            Say that item 1 is a sword. That sword is defined as a weapon and has a modified
            value of 10. If a character is allowed to equip the weapon (as determined by the
            class flags), the appropriate modified value is added to the character’s attack ability
            value. Tracking which item is equipped can be as simple as storing the item number
            in the character definition. Also, because you want to visually display the
            weapon that a character is holding, you might also load a weapon mesh to attach to
            the character.

            As for using items, that’s just as easy as equipping items. Remember that you predetermined
            what each item can be and what it can do. Say that you have a healing
            potion and your player decides to drink it. Once you have checked the usage
            restriction, you can determine that the healing potion is a healing item, and as
            such, adds the item modifier value to the player’s health points.

             

            Using Magic
             

            Magic spells, much like items, are an essential resource for a player’s survival.
            Magic aids the users in some way; stronger attacks, adding better defenses, and the
            ability to heal are typical magic spell fare. Although spells are not needed, they
            sure do help.

            Magic spells are defined just like items. They have an assigned feature. Some spells
            alter the character’s health, although other spells cause certain status ailments
            (such as Poison). Any character can harness magic; they just need to “know” the
            spell and have the matching mana points to cast it.

            In order for characters to know a spell, they must learn it by working through experience
            levels. You can track learned spells by using the bit flags. You can use a 32-bit
            variable to store known spells, with each bit in the variable representing a specific
            spell. By setting a bit in the variable, the spell is learned. Once a spell is learned, it
            is typically known forever.

            Managing spell usage is just like managing items; by displaying a list of spells known
            by a character, the player can determine which spells to cast when and where.


            posted on 2007-11-14 21:04 lovedday 閱讀(158) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            国内精品久久久久久麻豆| 欧美精品九九99久久在观看| 久久久久中文字幕| 久久国产成人| 久久亚洲私人国产精品| 久久这里只有精品久久| 一个色综合久久| 狠狠色丁香婷综合久久| 精品人妻伦九区久久AAA片69| 国产精品一久久香蕉国产线看观看 | 亚洲中文久久精品无码ww16| 国产精品久久久天天影视| 中文字幕精品久久| 国产精品一区二区久久精品无码 | 久久精品aⅴ无码中文字字幕不卡| 精品免费久久久久国产一区| 久久综合给合久久狠狠狠97色| 久久精品国产福利国产琪琪| 2021久久精品国产99国产精品| 性做久久久久久久久浪潮| 久久精品国产亚洲Aⅴ香蕉| 久久99久久99精品免视看动漫| 久久精品一本到99热免费| 久久黄色视频| 久久综合九色综合精品| 97久久超碰国产精品旧版| 色婷婷久久综合中文久久蜜桃av | 久久狠狠一本精品综合网| 久久青青草原国产精品免费| 久久99国内精品自在现线| 久久精品国产亚洲av影院| 久久亚洲精品无码AV红樱桃| 97精品依人久久久大香线蕉97| 2020国产成人久久精品| 99久久夜色精品国产网站| 精品久久亚洲中文无码| 亚洲精品无码久久久久久| 久久精品中文无码资源站| 1000部精品久久久久久久久| 亚洲国产精品久久久久婷婷软件| 久久最新精品国产|